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Member Since 10 Feb 2008
Offline Last Active Apr 23 2012 11:11 PM

Posts I've Made

In Topic: Most efficient way to do front-back test

23 April 2012 - 11:48 AM

oh yea. the projection of one vector onto another should be good enough. Lol, y didnt I think of that. Thats y we have the forums i guess.
Thank u sir Bacterius.

In Topic: Re:Distance to target check

06 April 2012 - 01:36 PM

Basically I have distance^2, range^2 and radius of each character and I want to keep it the most optimized.
Looks like its going to have to be d - r < range check.

In Topic: Re:Distance to target check

06 April 2012 - 01:27 PM

Good suggestion.
Do you think its worth doing this addition and multiplication operations over doing square root of distance though?
Plus I will either have radius or radius^2. So if I have radius then I will have to square it and if I have radius^2 then I will have to root it. lol.
Or I would have to save both. Probably not a good idea to double data storage.

In Topic: Positioning camera to see mentioned points

17 July 2011 - 02:54 PM

My camera is defined as an object that could be translated and rotated. The problem is I don't really have access to the camera's view frustum settings. All I can do is zoom in and out. That works for player controlled camera where he would like to zoom in and out but I'm having trouble automating the zoom to have the proper view frustum.
To begin with need not be that accurate. If the points had to move, I would simply put the logic in game loop. To start with I would just like to have the camera look straight at the points(lets say they were in the same vertical plane).

@Emergent. Yes this is like a 2d problem No obstacles or anything. I'll try messing with your suggested solution. Thanks

In Topic: Most efficient way to do facing test

17 July 2011 - 02:48 PM

However wont u think that calculating sin from cos or cos from sin using the sin^2 + cos^2 = 1 property will be more expensive that an arccosine, which is wat I'm doing right now?